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Stay Fit
12-14-2009, 02:03 PM
just trying to get a feel for this map. love it and really want to see it go places but i would like to understand strats for this one. anyone?

bet wand gots some

wanderrful
12-14-2009, 03:21 PM
what really worked for us in this map was to roll kritzkrieg. especially on the last point. all you have to do when you run in is give it to a soldier or demo and he will just blanket the place with crits.

its also best to push into last through the top center door, on their catwalk.

before pushing into last, you want a sniper or demo or soldier peeking through their top 2 doors on the high doors between the 2 point and the base. you have a very nice line of sight on the top right "hole in the wall".

demos can get to fast very very very quickly in this map. here's a demo i found showing it: http://etf2l.org/about/demo/?team=&comp=&map=cp_obscure_b2&div=
(you'll have to get the b2 version of cp_obscure in order to watch it, though)

as a medic, you're going to have a fucking hard time trying to find a safe spot to hang out. the only obvious place that you can go is behind the boxes, but it will be stickied and rocket spamming to hell and back since its so close to the choke. so your best bet is to either fall off the bridge or dance on the bridges to the left of your choke, opposite side of the sniper platform.

what i did though in the midfight was tell my pocket to go to the sniper platform, rather than come out of the main choke to the diagonal bridge. that way i had a safe haven, but on the downside i couldn't heal anyone (which should be worth it... but there isn't really anywhere that you can hide as a medic during the midfight... making using a sniper almost a necessity)

Stay Fit
12-14-2009, 03:46 PM
yeah can understand in some of the tight spaces in Obscure (only seen screenshots) but the KK would seem to work in alot of ways. also as a medic maybe the map needs to company more hiding spots. idea?

Jeeka
12-14-2009, 05:02 PM
demos can get to fast very very very quickly in this map.

indeed :P

byte
12-16-2009, 10:41 AM
Just to let you in on a secret (ye wander its the same byte), the soldier can get to cp3 1 second slower than the demo.

If the soldier is given the complete buff from spawn i.e. 300hp he will get into the house on cp3 with around 80-120hp + the 50% + 1 health pack in the house means hes almost back on full health ;).

If i said to you this map is a soldier map you might not believe me but trust me it is a soldier map.

Any questions about the map guys or strats or anything about any class in a particular scenario feel free to ask away.

Are there any US clans playing this? like in a ladder or league as such or not yet?

Cheers

Byte:biggrin:

Stay Fit
12-16-2009, 01:35 PM
CEVO is considering it. its now really becomeing a pretty big NA comp map. played in some of the upper pugs like the Jeah pug, TF2.NA pugs and the TF2F pugs. i havent yet played the map but i really want to. ive only downloaded it and just ran through the level a couple times. i like writing reviews for maps. ive done so with Follower and Freight and im just now finishing one on Obscure. i dont know if ill publish it because its just something i do for whatevers. but maybe ill send it to you.

lates

byte
02-12-2010, 10:59 AM
Rargh, it’s finally out. This update being the most controversal update since the project has started i’m guessing some may come back and say “why have you done this much change in a release candidate” version. Good point, after experiencing this map at a top tier level and public community level more than once i found the flow not very fast to my liking. This would apply to attacking cp2 -> cp3 and cp2->cp1 (top lobby to cp1). Also attacking cp1 would be very hard to cap on a 12v12 server. Yes it would be for any other map but in this case it’s even harder i believe.

I’d like to mention that the lateness of rc2 was due to me as i asked Larky to put alot of additional stuff into the map and some changes as well. So i do apologise to those who have played with rc1 in the cup, however i can hopefully say unless some map guru comes along and states otherwise no fundamental elements of the map will be changing the final rc versions will just be visual and tidy ups for fps along with some details.

All the additional routes added are linear to the already existing routes. With the new changes this makes defending harder due to more “blind spots” added however attacking is much easier between cp3 to cp2. Along with a additional blind spot added to cp1 staying in lobby is not an option anymore i believe. With the top entrances changing slightly this makes attacking the “cat walk” also easier.

.::. So what’s different in rc2? .::.

- Capture point 3 house building structure internally has changed so that it is no longer sticky heaven. A demo can no longer hold the house inside but only from the outside. (Sorry my brothers! :p)
- A new route has been added inside the ramp room which follows to capture point 3 without being seen. It will require one of the enemy teams solely to watch or look after this exit. Also it allows at the start of each round for anyone to flank the sniper even more (perhaps a soldier rocket jumping up? ;))
- A new game play has been added for the sake of medic/scouts/engineers mainly who can now access the small ammo and health pack on the crate. ;)
- The shed when you are pushing through the house from cp3 to cp2 (the shed on the right) has now been lowered allowing scouts to double jump from the shed to the crate as well.
- This enables now a scout to practically do a 95% aerial 360degrees route on the whole of cp2.

i.e. If you push from the house in cp3 –> double jump onto the shed –> double jump onto the crate –> double jump into the hole in the house –> double jump back onto the truck –> double jump onto the 2 rocks –> double jump to the balcony –> double jump to the cp2 spawnshed area –> double jump onto the wire spindles – I make that a 360 aerial coverage almost =)

A nice new addition to the map for scouts to annoy enemies : >

- Added some tracks to portray the lorry leaving the area on capture point 2
- Added a few extra barrels on the corner of the curved wall attached to the balcony (for a good reason, figure it out! :))
- New visuals all over capture point 1 including a drain/water sewer type visual.
- Cameras added to the map also has a view point through them. So when you die you can spec through all your team mates as stanadard; Also through the cap points depending on what you have capped.
- Right side of capture point 1 has changed slightly making it easier for the attackers to attack put pressure and at the same time have a probability of winning the area fair and square.
- Lots of fps tidy ups still some areas are being tweaked but getting there.
- Storage room has been tidied up.
- Alot of clippings introduced to stop people whinging about getting stuck. If you do spot an area where you get stuck please free to post in this thread with a screenshot thanks.
- Capture point on capture point 2 visual has been changed a tad.
- The broken rocks in the lobby are no longer hollow, stickies can not be placed in them.
- A new staircase for the new “hole” in the left building on capture point has been added also it ties in with the boxes to double jump off.
- Added a new small ammo pack in the new route from the ramp room to capture point 3
- Capture point 3 is now wider due to the blind spots being used.
- Wooden fence removed from the small ramp to get to the mini balcony on capture point 3. This allows soldiers demomen and scouts to get on a cp3 with ease also attack the sniper with less damage doing a rocket jump.
- Can no longer stand on the speaker phones above capture point 3.
- More visuals entered in the outside enviroment i.e. from capture point 1 spawn and capture point 1 etc…
- More lighting added/changed for tidyness
- Width of the balcony has slightly increased.
- Gutter colours now co-incide with whatever side your on, on capture point 2
- Small spot lights on on capture point 1 added too.
- Fps should of increased especially from lobby.
- Lots of other tidy ups (still more tidy ups to do though)

(last thing for those who don’t use a fps configs which lets you play in 4 bit per pixel game gear mode)

- Look up into the sky ;)

Okay so quite a big update? Aye and some would say it is not correct to do such changes in an rc2 version but i can only learn from my own mistakes. Despite
the status of rc1 the majority still enjoy it which i find overwhelming as always so with this update you should be even happier. For those emo’s and ungrateful players who take things for granted and just “expect a map” and critisize because thats all they have brains to do, i hope this changes your mind a little.

Apologies to those who stayed up waiting for rc2 on the deadline. Also i apologise to those who have got used to rc1 i can’t see these new routes affecting your team play much however it will mean your blind spots “covering” within your team will have to be compromised.

Again constructive feedback is always welcome, if you find any clippings missed visuals messed up and so on please feel free and message me on on this thread or on irc.

.::. Download link for cp_obscure_rc2 .::.
http://fakkelbrigade.eu/byte/cp_obscure_rc2.rar

For those that hated it for tendency towards "stalematey" issue's i hope this changes your mind especially capture point 1.

Cheers

Byte

Hawkeye
02-12-2010, 02:47 PM
I'll be in lobby this evening to check this out, hit me up on steam, I already have rc2 on our server and Hi-Speed Download server.

2thumbs
02-12-2010, 02:57 PM
RC1 fast became a favorite of mine and I look forward to lobbying rc2 tonight.. BTW, sorry for you medics at 3. Spam and eggs.

Jesus
02-12-2010, 04:35 PM
I played a lobby and scrim on rc2 recently, excellent update. Plays so well. Great work. :)

byte
02-15-2010, 06:54 AM
Be interesting to see how it played for you guys. Obviously as i know the changes it's a bit different when it's put into play.

So i was a bit :S because i had to add some fundamentals to the map, which obviously can cause upset or game play errors.

So far the response has been 101% in agreement with all the addition and changes. The game play flows much faster now, with the scouts having the ability to ninja behind without being noticed.

Also the house is not 'holdable' anymore from a demoman so it makes the attacking much easier.

However the icing on the cake that i like about all the changes was the capture point 1, now you can attack and push without even having to uber. Which i feel is a great addition.

I've played rc2 in over 10 pickups now and 2 pcw's it flows much better so i'm kinda chuffed.

The only thing i will say is from what i know in terms of design and physic principal's the hardest class for this map is medic, then pyro.

Any feedback guys from your end?

Cheers

Byte

Walt
02-15-2010, 09:23 AM
The only thing i will say is from what i know in terms of design and physic principal's the hardest class for this map is medic, then pyro.

Well, my team played the map twice in the last two days against random people and I must say I'm a huge fan of the map.

We actually ran a pyro for most of the map except mid and it worked pretty well. (Granted, we were playing a low- team the one time and an ok team the second time.) It should be interesting to play the map further once we get a better grasp of how to play it well :p

byte
02-16-2010, 08:02 AM
Am glad you like it dude! Interesting to see you ran a pyro i mean i've only experienced it on a public level for the map but not on a 6v6 competitive one!

I did find it hard to suceed as pyro as it is a linear map but there are a few additional routes now which should help the pyro.

Response has been great, just wondering if CEVO are going to use cp_obscure_rc2 (i personally would really recommend doing this) rather than rc1 version.

I can assure you anything after rc2 will only be bug fixes and visuals fixed so rc3 4 5 6 7 8 9 and cp_obscure in terms of updates can be used in the league as no fundamentals will be compromised, i apologize for applying changes so late into a rc version this was my mistake solely for which i can't really apologize more for, but i feel these changes were necessary.

Judging by the majorities response all are in favour for the changes so must be worth the grief i'm getting from certain individuals.

Anyone else played this on a public/competitive level ? :D any feedback?

Cheers

Byte

Hawkeye
02-16-2010, 08:23 AM
Yeah, the RC2 version worked very well, allowed the scouts to move around a lot better. It worked really well, it rapidly becoming a favorite of ours to play in PuGs and scrims.